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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
This open access study of the film Grendel Grendel Grendel,
directed by Alexander Stitt, presents it as a masterpiece of
animation and design which has attained a national and
international cult status since its release in 1981. The film,
based on the novel, Grendel, by John Gardner, is a loose adaptation
of the Beowulf legend, but told from the point of view of the
monster, Grendel. Grendel Grendel Grendel is a mature, intelligent,
irreverent and quite unique animated film - it is a movie, both in
terms of content and of an aesthetic that was well ahead of its
time. Along with a brief overview of Australian animation and a
contextualization of where this animated feature fits within the
broader continuum of Australian (and global) film history, Dan
Torre and Lienors Torre provide an intriguing analysis of this
significant Australian animated feature. The ebook editions of this
book are available open access under a CC BY-NC-ND 4.0 licence on
bloomsburycollections.com.
"A film that will let you see the music and listen to drawings; in
a word, a film full of Fantasia!" Bruno Bozzetto's Allegro non
Troppo tips its hand right away: it is an unabashed, yet full of
admiration, retake on Walt Disney's 1940 "concert feature". The
obvious nod to that model fuels many tongue-in-cheek jokes in the
film; however, Allegro non Troppo soon departs from mere parody,
and becomes a showcase for the multifaceted aesthetics of Italian
animation in 1976, as well as a witty social satire and a powerful
rethinking of the music-image relationship in cinema. Marco
Bellano's open access book reconstructs the history of the
production of Allegro non Troppo, on the basis of an original
research developed with the contribution of Bozzetto himself; it
also presents an audiovisual analysis of the work, as to reassess
the international relevance of Bozzetto's achievements by giving
insight into the director's creative process. The eBook editions of
this book are available open access under a CC BY-NC-ND 4.0 licence
on bloomsburycollections.com.
In its exploration of puppetry and animation as the performative
media of choice for mastering the art of illusion, To Embody the
Marvelous engages with early modern notions of wonder in religious,
artistic, and social contexts. From jointed, wood-carved figures of
Christ, saintly marionettes that performed hagiographical dramas,
experimental puppets and automata in Cervantes' Don Quixote, and
the mechanical sets around which playwright CalderOn de la Barca
devised secular magic shows to deconstruct superstitions, these
historical and fictional artifacts reenvisioned religious,
artistic, and social notions that led early modern society to
critically wrestle with enchantment and disenchantment. The use of
animated performance objects in Spanish theatrical contexts during
the sixteenth and seventeenth centuries became one of the most
effective pedagogical means to engage with civil society.
Regardless of social strata, readers and spectators alike were
caught up in a paradigm shift wherein belief systems were
increasingly governed by reason-even though the discursive primacy
of supernatural doxa and Christian wonder remained firmly
entrenched. Thanks to their potential for motion, religious and
profane puppets, automata, and mechanical stage props deployed a
rationalized sense of wonder that illustrates the relationship
between faith and reason, reevaluates the boundaries of fiction in
art and entertainment cultures, acknowledges the rise of science
and technology, and questions normative authority.
Learn from the men who changed animation forever Walt Disney's team
of core animators, who he affectionately called his "Nine Old Men,"
were known for creating Disney's most famous works, as well as
refining the 12 basic principles of animation. Follow master
animator and Disney legend Andreas Deja as he takes you through the
minds and works of these notable animators. An apprentice to the
Nine Old Men himself, Deja gives special attention to each animator
and provides a thoughtful analysis on their techniques that include
figure drawing, acting, story structure, and execution. The
in-depth analysis of each animator's work will allow you to refine
your approach to character animation. Rare sequential drawings from
the Disney archives also give you unprecedented access and insight
into the most creative minds that changed the course of animation.
Instruction and analysis on the works of each of the Nine Old Men
broaden your creative choices and approaches to character animation
Original drawings, some never-before-seen by the public are
explored in depth, giving you behind-the-scenes access into Disney
animation history Gain first-hand insight into the foundation of
timeless characters and scenes from some of Disney's most memorable
feature and short films
Is it ever morally wrong to enjoy fantasizing about immoral things?
Many video games allow players to commit numerous violent and
immoral acts. But, should players worry about the morality of their
virtual actions? A common argument is that games offer merely the
virtual representation of violence. No one is actually harmed by
committing a violent act in a game. So, it cannot be morally wrong
to perform such acts. While this is an intuitive argument, it does
not resolve the issue. Focusing on why individual players are
motivated to entertain immoral and violent fantasies, Video Games,
Violence, and the Ethics of Fantasy advances debates about the
ethical criticism of art, not only by shining light on the
interesting and under-examined case of virtual fantasies, but also
by its novel application of a virtue ethical account. Video games
are works of fiction that enable players to entertain a fantasy.
So, a full understanding of the ethical criticism of video games
must focus attention on why individual players are motivated to
entertain immoral and violent fantasies. Video Games, Violence, and
the Ethics of Fantasy engages with debates and critical discussions
of games in both the popular media and recent work in philosophy,
psychology, media studies, and game studies.
Please visit our blog to read an interview with Daisy Yan Du. This
volume on Chinese animation and socialism is the first in English
that introduces the insider viewpoints of socialist animators at
the Shanghai Animation Film Studio in China. Although a few
monographs have been published in English on Chinese animation,
they are from the perspective of scholars rather than of the
animators who personally worked on the films, as discussed in this
volume. Featuring hidden histories and names behind the scenes,
precious photos, and commentary on rarely seen animated films, this
book is a timely and useful reference book for researchers,
students, animators, and fans interested in Chinese and even world
animation. This book originated from the Animators' Roundtable
Forum (April 2017 at the Hong Kong University of Science and
Technology), organized by the Association for Chinese Animation
Studies.
In its exploration of puppetry and animation as the performative
media of choice for mastering the art of illusion, To Embody the
Marvelous engages with early modern notions of wonder in religious,
artistic, and social contexts. From jointed, wood-carved figures of
Christ, saintly marionettes that performed hagiographical dramas,
experimental puppets and automata in Cervantes' Don Quixote, and
the mechanical sets around which playwright CalderOn de la Barca
devised secular magic shows to deconstruct superstitions, these
historical and fictional artifacts reenvisioned religious,
artistic, and social notions that led early modern society to
critically wrestle with enchantment and disenchantment. The use of
animated performance objects in Spanish theatrical contexts during
the sixteenth and seventeenth centuries became one of the most
effective pedagogical means to engage with civil society.
Regardless of social strata, readers and spectators alike were
caught up in a paradigm shift wherein belief systems were
increasingly governed by reason-even though the discursive primacy
of supernatural doxa and Christian wonder remained firmly
entrenched. Thanks to their potential for motion, religious and
profane puppets, automata, and mechanical stage props deployed a
rationalized sense of wonder that illustrates the relationship
between faith and reason, reevaluates the boundaries of fiction in
art and entertainment cultures, acknowledges the rise of science
and technology, and questions normative authority.
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